GM Tyranius
|
Aparctias waves his fan around once again to little avail as Sial is able to catch the shadow off guard. The club punches another hole in the shadow.
The shadow begins to shrink and coalesce as it's form shrinks into a hard small Indigo lapis lazuli gem as the party sighs in relief.
Bolger Greenbottle
|
"Oh my god, I can't believe we survived this." Bolger says.
And they did it alone, I could not do anything with my simple weapons.
Feeling bad about not beeing able to help he also sits down on the floor. "What are we going to do now?" he asks "Stay or get away?"
Aparctias
|
"Rest. I recommend we rest. We can't go further as exhausted as we are now. And we've been severely weakened and I do not think we have any way to dissipate the effect of that shadow's touch."
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Aparctias inspects the gem left behind and carefully takes it to be used later.
Sial Antomaxes
|
"I agree if we can we need to rest, this being the shadows lair i do not think anything will come through here."
Sial sets up a bed and eats a meal, sharing with Orza.
I can take first watch or shall be draw straws.
watch order: 1d4 ⇒ 4
GM Tyranius
|
How long do you guys wish to rest. Resting 8 hours heals 1 HP per level and 1 for each injured stat. Resting for a full day heals 1 additional hp per level and 1 more for each injured stat.
GM Tyranius
|
As Bolger takes watch. the rest of the party lays out their packs and begins to rest.
Bolger takes out a piece of wood as he begins to carve away small pieces to help the time go by.
At times he gets up and checks on the rest of his party as he finds a few of them with cold sweats in their sleep. As the minutes tick by the little halfling watches as the shadows in the room continues to bounce around on the walls. The feeling causes him to shiver all over again.
After the first full day Orza wakes up. Her strength seems to be restored as the others continue to sleep on and off. Orza continues to keep the others company as she hunts small rodents and lizards within the already cleared portion of the complex for food.
Orza darts and snaps at the shadows on the walls as the torchlight causes them to dance about even more.
After the fifth day the entire party seems t have recovered. The two companions in the adjoining room are letting off quite the stench at this point as their decayed bodies rot. Large groups of larvae seem to have infested them as they protrude in and out of their bodies almost making them seem as if they are moving on their own once again.
Ok all status effects are cleared.
Tecolote
|
"Maybe we should have taken some time to bury our former comrades while we rested? We do need to give them proper burials. Time to see what is beyond the next door?" Tecolote moves up to the door and inspects it for traps and any sounds that come through the surface.
Take 20 for a 29 to look for traps on the door. Going to be very cautious with our smaller group.
GM Tyranius
|
Tecolote does not find any traps on the door. With a heave Sial is able to open the heavy stone door.
The upper level of the large hall is a ten foot wide balcony ringing the room. An open archway leads to the southwest, and sealed stone doors lad to the northeast and the northwest.
Sial Antomaxes
|
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Sial Enters the room with Orza following he looks at the two exits to the room to see if he can figure whats beyond them.
Sial has his club and shield in hand
Aparctias
|
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
"I'll agree with your proposition."
Here are the spells I prepared.
0th: Create Water, Detect Magic, Light
1st: [Open Slot], Entangle, Produce Flame, Obscuring Mist [D]
GM Tyranius
|
The group looks around the room. To the southwest seems to be stairs leading down. To the northwest is another stone door.
Sial Antomaxes
|
2 cures for me
Sial walks up to the door and investigates it and invites Tecolote to do the same
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
GM Tyranius
|
Sial finds the door to be that of a simple stone door.
GM Tyranius
|
Same. It is a normal door.
GM Tyranius
|
Sial strains as he pushes the heavy stone door open. Inside stands a twenty-foot-tall statue of a man carrying a tome stands in a round niche at one end of this impressive chamber. The chest and head of the large statue have been badly damaged, and look like they melted and ran before congealing again, giving the statue a crude, blob-shaped face with eyes of red stone. A doorway leads to the southwest, and another to the southeast.
Two goblins lie sprawled on the ground near the foot of the statue.
Up the stairs and to the northwest are two creatures that look like giant fanged crickets caked in pungent fungal growths topped with a mushroom cap are perched on the ceiling near the adjoining hallway.
Aparctias: 1d20 + 4 ⇒ (10) + 4 = 14
Sial: 1d20 + 2 ⇒ (6) + 2 = 8
Tecolote: 1d20 + 4 ⇒ (9) + 4 = 13
Bolger: 1d20 + 4 ⇒ (10) + 4 = 14
Monsters: 1d20 + 9 ⇒ (2) + 9 = 11
Aparctias
Bolger
Tecolote
----------------------------------
Monsters
-----------------------------------
Sial
Aparctias
|
Aparctias glances at the strange crickets before glancing back at the goblins on the ground. He tries to identify what happened to the goblins and if they should take care of them first before turning their attention to the crickets.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
knowledge (nature): 1d20 + 6 ⇒ (13) + 6 = 19
Trying Knowledge (nature) for the crickets. By perched on the ceiling, does that mean they're also a distance vertical from us, if that matters? Also delaying my turn.
GM Tyranius
|
It is actually Knowledge (Dungeoneering) if you have that.
Tecolote
|
"If we advance, we'll get caught on those stairs. Let's wait and have them come to us." Tecolote moves to the point position and readies an attack should one of the roaches come in range.
I think that still leaves Sial and Orza able to attack depending on where the roaches go.
Sial Antomaxes
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I'm last and Orza is small so if Bolger wants to he can get past..
"I agree lets see what they'll do"
GM Tyranius
|
Aparctias studies the creatures as he attempts to identify them as Bolger sticks to the shadows in the room.
Tecolote readies himself for the large crickets. Just as he moves forward the crickets drop from the ceiling and take a few short leaps towards the intruders.
Aparctias
Bolger
Tecolote
----------------------------------
Monsters
-----------------------------------
Sial
Aparctias
|
Aparctias has little idea of the creatures but gathers a little cloud and tosses it at the nearest insect.
Storm Burst (ranged touch): 1d20 + 2 ⇒ (10) + 2 = 12
Damage (nonlethal): 1d6 ⇒ 5
-2 penalty on attack rolls for 1 round if it hits.
GM Tyranius
|
Aparctias controls the winds as he once again misses and swirls the winds around the two dead goblins near the altar.
Bolger holds still as Tecolote readies himself.
The closest cricket looking beast moves forward as it feels a brutal sting from Tecolotes wakizashi. The beast snaps back at Tecolote.
Bite vs Tecolote AC 17: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4 + poison
The remaining cricket leaps forward and bites at Tecolote also.
Bite vs Tecolote AC 17: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 2 ⇒ (2) + 2 = 4 + poison
Sial
Aparctias
Bolger- delay
Tecolote (-8 HP)
----------------------------------
Monsters (S-3 hp)
-----------------------------------
Sial Antomaxes
|
"Orza attack the beast"
Handle Animal Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Orza attacks
Bite Attack Skeleton: 1d20 + 1 ⇒ (12) + 1 = 131d8 ⇒ 8
Claw Attack Skeleton: 1d20 + 1 ⇒ (8) + 1 = 91d4 ⇒ 4
Claw Attack Skeleton: 1d20 + 1 ⇒ (4) + 1 = 51d4 ⇒ 4
Sial powers up his club Arcane Strike
Sial attacks the creature in front of him
Sial Club Attack: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 4 ⇒ (3) + 4 = 7
Aparctias
|
Storm Burst (ranged touch): 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage (nonlethal): 1d6 ⇒ 4
Unable to close into the melee, Aparctias repeats his actions, throwing another cloud of rain and wind at the creature in front of him.
Tecolote
|
Ok, as I understand it, those doses of poison stack making it a DC 16 save and extending the frequency to 6 rounds, but still one save to cure.
The combination of bites and poison leave Tecolote reeling. Feeling himself about to collapse, the tengu lashes out with one wakizashi at the one he already hurt, then falls to the floor unconscious.
Fort save: 1d20 + 2 ⇒ (3) + 2 = 5 for Str damage: 1d2 ⇒ 1 and Con damage: 1d2 ⇒ 1
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Hit points fall to -1/8
GM Tyranius
|
Correct. The stacking only occurs if you fail the initial save. If you pass the initial save then you would do a second one again at normal DC.
Sial orders Orza to attack the creature as it easily dodges the dinosaur's claws and teeth. The human swings his club at the creature but the mushroom atop it just seems to absorb the blow.
Aparctias conjures a slightly stronger wind as the dead goblin begins to slide across the floor.
Bolger moves behind the creature but is a second too late as his dagger misses the target.
Don't forget to add +2 for flanking Bolger :)
Tecolote feels his strength drain as the poison courses through his blood. He knows that he has little time left as he lashes out one last time with his wakizashi. His aim seems true as he slices deep into the giant cricket's exoskeleton.
The southern cricket bites and claws at Orza. The crickets maw and sharp talons seem to dig right through Orza's scales as a few of the brightly colored ones fall to the hard stony floor.
Bite vs Orza AC 14: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 2 ⇒ (3) + 2 = 5 + Poison
Claw 1 vs Orza AC 14: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2 vs Orza AC 14: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm crit: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 + 2 ⇒ (3) + 2 = 5
1/round for 4 rounds; effect 1d2 str and 1d2 con damage; cure 1 save
The northern cricket bites and claws at Sial. The glossy mandable scrapes on Sial's armor but the claws are able to find a small opening as they puncture right into the man's legs.
Bite vs Orza AC 18: 1d20 + 6 ⇒ (11) + 6 = 17
Claw 1 vs Orza AC 18: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2 vs Orza AC 18: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Sial(2/10) (Orza 8/24 hp)
Aparctias
Bolger
Tecolote (-1/8 HP; poison 3/4 rounds remaining; -1 str/con; bleeding)
----------------------------------
Monsters (S-10 hp)
-----------------------------------
Aparctias
|
Aparctias steps closer to reach Tecolote's form, pulls his wand of healing out, and then taps him with it, speaking the command word.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Sial Antomaxes
|
"Evade the creature then run with me my friend"
handle animal: 1d20 + 8 ⇒ (13) + 8 = 21
Both Sial and Orza 5 foot step back and then turn and run and keep running all the way out
Tecolote
|
For a moment, Aparctias's healing touch brings Tecolote back to consciousness. But he can still feeling the poison coursing through his veins. Hearing Sial's call for retreat, he gathers his wits.
Fort save: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12 for Str damage: 1d2 ⇒ 2 and Con damage: 1d2 ⇒ 2
+2 from Aparctias put Tecolote at 1/10. Losing 2 more Con, puts him at -3 so he loses 1 hp putting him back at staggered and 0/9 hp.
EDIT: Not going to stand yet. Maybe Bolger will hit and finish one of them.
GM Tyranius
|
Sure you want to run Sial? And do you run or withdraw? Using a 5 foot an also a movement is the same as movement and would provoke an AoOto where a full round withdraw action would not for the immediate square.
Aparctias draws a wand and heals Tecolote's wounds. Bolger looks for a weak area in the large cricket as he sinks his dagger in deep.
The venom continues to course through Tecolotes veins as it drains him a bit more
Sial(2/10) (Orza 8/24 hp)
Aparctias
Bolger
Tecolote (0/8 HP; poison 4/6 rounds remaining; -3 str/con;)
----------------------------------
Monsters (S-10 hp; N-8 HP)
-----------------------------------
Wait for verification from Sial before I proceed.
GM Tyranius
|
Sial and Orza begin to back out of the fight as the two beast descend upon Aparctias and Bolger.
Bite vs Bolger AC 15: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 2 ⇒ (2) + 2 = 4 + Poison
Claw 1 vs Bolger AC 15: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2 vs Bolger AC 15: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3
1/round for 4 rounds; effect 1d2 str and 1d2 con damage; cure 1 save
A sharp beak and claw each dig into the halfling and tengu. they begin to feel the effects of the poison coursing through their bodies as the creatures struck vital areas.
Bite vs Aparctias AC 14: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 2 ⇒ (6) + 2 = 8 + Poison
Claw 1 vs Aparctias AC 14: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2 vs Aparctias AC 14: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d4 + 2 ⇒ (4) + 2 = 6
1/round for 4 rounds; effect 1d2 str and 1d2 con damage; cure 1 save
Sial(2/10) (Orza 8/24 hp)
Aparctias (1/12 hp)
Bolger (3/10 hp)
Tecolote (0/8 HP; poison 4/6 rounds remaining; -3 str/con;)
----------------------------------
Monsters (S-10 hp; N-8 HP)
-----------------------------------
Tecolote
|
Need to retcon a little bit. Was waiting to see results of Bolger's attack (the round he hit) before deciding where to stand. Since they are still up...
Tecolote sees that he is in major trouble with Sial and Orza fleeing from the fight. When Bolger fails to bring down the bugs, he realizes he has one chance to get away. Fending off the bug's attack he casts a spell from the floor on the one next to him and struggles to his feet.
Swift action to cast litany of sloth defensively
Concentration check: 1d20 + 4 ⇒ (13) + 4 = 17 Success
Next Round
Barely able to stand, Tecolote continues trying to fight off the poison. Finally successful, the reinvigorated tengu casts his final spell on the creature next to him and struggles away into the hallway as far as he can.
Fort save: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16 Success
Swift action to cast litany of sloth defensively
Concentration check: 1d20 + 4 ⇒ (15) + 4 = 19 Success
Aparctias
|
Withdrawing as well.
Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Aparctias sways from the damage dealt to him and flashes his fan as a distraction as he hurriedly steps away from the creatures, following the others back into the previous room.
Tecolote
|
I'm going to give you an Acrobatics as well in case they are both threatening when he tries to exit the room. I thought only one of them was next to me, but when I looked at the map later, it looked like the both might have been. I would rather not use Acrobatics since Tecolote would move at half speed in that case, but if its the only way out without an AoO from one that is unaffected by litany of sloth, he will.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26